1. Human Wizard: low AC, low saves, low HP, low ability to fight in physical combat as an alternative, limited number of attacks that can be made (spells on card). Major existing benefits: can cast scrolls (great at non lethal and normal, okay on hardcore with tokens geared for it, bad at hardcore and epic. If scrolls are redesigned to make a scroll based wizard epic tier, then this factor should lower their damage output somewhat), can cast wands (great at non lethal and normal, okay on hardcore with tokens geared for it, bad at hardcore and epic. If wands are redesigned to make a wand based wizard epic tier, then this factor should lower their damage output somewhat) and better at wands than elf wizard, can polymorph (but can’t support themselves as a polymorph to successfully hit in polymorphed physical combat due to a lack of existing polymorph +to hit, making it a minimal benefit), can “auto-hit” (but at epic and nightmare, most classes are automatically hitting with their slides as long as they aren’t going off the board, so this benefit decreases with difficulty). Clearly designed to be the candle that burns bright and burns fast, the glass cannon.
2. Elf Wizard: similar logic, but has more support abilities, trades better wands for better polymorphing. Clearly designed to be the “less focused” wizard and more of the “jack of all trades” wizard. Would be great to see something like non-consumable polymorph tokens or focus boosting polymorph to hit bonus as well, that could help open a new option for elf wizard builds.
3. Ranger: medium AC, medium saves, medium HP, worse than average sliding because of the dual sliding, and minimal party support abilities. Including a drawback on dual wielding (second weapon must be usable by rogue) which further restricts equipment increases the argument for deserving higher damage output.
4. Monk: sacrifices access to armor and weapons, worse than average sliding ability because of unique dual sliding mechanic, no support abilities.
5. Barbarian: should be designed to deal more damage but not hit as accurately as the fighter, good AC, great HP, good saves (maybe should have worse saves?).
6. Fighter: the “default character”, falling squarely in the middle where they should. Designed for physical combat, designed to hit the most accurately, but should forego some damage because of this. Great AC, good HP, good saves.
7. Dwarf Fighter: a more defensive-oriented fighter, should sacrifice some damage output to compensate accordingly.
8. Rogue: gets 3 extra treasure of slightly lower quality, gets an extra interaction inside the dungeon with the rogue boxes, gets support for puzzles (clues), good support ability (flank), sneak attack should put Rogue at the single highest damage dealer for 1 round and then less damage for the remainder of combat, averaging out to about 8th highest over the course of one dungeon (3.5 combats of about 3.5 rounds each) correctly adjusted for the number of monsters that can be sneak attacked (with proper equipment?).
9. Paladin: great defensive support ability, great AC, great HP, good saves, okay support with Lay On Hands and Sacrifice. The extra defenses should move them below Fighters and Barbarian, but worse healing should put them above Cleric and Druid.
10. Druid: jack of all trades, master of none. As a jack, should be better able to deal damage than the healing-focused cleric. As a jack, should deal less damage than the damage-focused wizards and fighters. Access to scrolls, wands, polymorph (scrolls and wands again being a very minor benefit, but this is the one class with non-consumable polymorph AND with the ability to benefit the most from polymorph as a jack of all trades who can capitalize on the necessary STR boosters to make polymorph work). Has limited access to bars lore and rogue box clue. Arguably the best support due to the versatility of the support. Should have fairly medium AC, medium HP, medium saves to play into the jack of all trades nature.
11. Cleric: healing-focused character, heals instead of deals damage. Good AC, good HP, good saves.
12. Bard: deals the most damage when all bardsong damage is counted for the bard instead of the character buffed by it who is hitting, so they should seal the least damage when not counting the bardsong for anyone. Also has access to some support abilities. Previously had access to “treasure-boosting” spell in one specific form, which at the time should have been a damage-reducing consideration. Bardic lore tells parry how to better boost total party damage, should also decrease damage based on this benefit.